The antithesis of Life magic, Death magic exists solely to end lives and send the souls to whatever fate awaits them in the afterlife.
Most Death spells work by weakening the essential vitality that keeps a creature alive. Those who succumb to the magic find their life force ebbing, a chill spreading through their limbs, and a growing darkness around the periphery of their vision, until they collapse, their bodies reduced to crude meat. The magic leaves its mark on its victims, making them appear pale, drained, and withered.
The avenues for discovering this tradition lead down shadowed roads that leave the souls of the students sullied with corruption as their mastery improves. The greatest repositories for the tradition are thought to lie in the black pyramids protruding from the shifting sands of the Desolation, though teachers can be found throughout the Nine Cities and in the Pirate Isles. The easiest and safest way to discover the tradition is to become an acolyte of Father Death. Devotees of the grim deity sometimes discover this tradition without risk to their souls.
Face of Death
Target One creature within short range that can see you
Your visage becomes that of a cackling skull. The target must get a success on a Will challenge roll or move 2 yards from you and become frightened for 1 round.
Killing Touch
Target One living creature within your reach
Your finger blackens as you reach out to touch the target. Make a Will attack roll against the target’s Agility. On a success, you touch the target. Roll 3d6. If the total equals or exceeds the target’s Health, it dies. If not, the target becomes fatigued for 1 round.
Protection From Death
Target One living creature within your reach
Duration 1 hour
You touch the target and a leave a skull-shaped sigil that remains on the target’s body for the duration. During that time, the target makes challenge rolls to resist Death spells with 1 boon, and attack rolls for Death spells cast on the target are made with 1 bane. In addition, when the target makes fate rolls, it can roll twice and use the higher roll.
Shroud
Duration 1 minute
Until the spell ends, you are invisible to constructs, spirits, and undead.
Arrow of Endings
Requirement You must have an arrow carved from bone and etched with runes of anathema; the arrow costs 2 cp
Target One living creature within short range; see the effect
You fling the arrow at the target or fire it from a bow, longbow, or crossbow. Make a Will attack roll against the target’s Agility. On a success, the missile strikes the target and deals 2d6 damage. If the damage causes the target to become injured, the target takes 2d6 extra damage.
Attack Roll 20+ The target takes 1d6 extra damage.
Injure
Target One living creature within your reach
Threads of dark energy gather around the target. Make a Will attack roll against its Strength. On a success, the target takes 2d6 + 3 damage.
Attack Roll 20+ The target takes 1d6 extra damage.
Life Drain
Target One living creature within short range
You reach for the target to draw forth its life. Make a Will attack roll against its Strength. On a success, the target takes 1d6 + 3 damage and you heal an equal amount.
Attack Roll 20+ The target takes 1d6 extra damage, and you heal an equal amount.
Stasis
Target One willing living creature within your reach
Duration 8 hours
You touch the target, and it falls prone and becomes defenseless for the duration. The target appears to be dead to creatures other than you. While in this state, the target is immune to the diseased and poisoned afflictions, cannot gain Insanity, and takes half damage. The target cannot see, but it can hear and remains aware of time’s passage.
Undo Construction
Target One living creature within short range
You send forth dark tendrils to drain the target’s vitality. Make a Will attack roll against the target’s Strength. On a success, the target becomes weakened for 1 minute. When weakened in this way, the target makes Strength attack rolls and challenge rolls with 2 banes for 1 minute. In addition, the target takes double damage from disease and poison.
Attack Roll 20+ The target also takes a –2 penalty to Speed.
Dead One Walking
Target One living creature within medium range
Duration 3 rounds
Swirling darkness sinks into the target’s body. Until the spell ends, the target is slowed, but is immune to all sources of damage. When the spell ends, the target must make a Strength challenge roll. The target takes 6d6 damage on a failure, or half this damage on a success. If the damage would cause the target to become injured, it takes 2d6 extra damage. If the damage would cause the target to become incapacitated, it dies.
Decay
TargetOne creature that has a physical body or one object within your reach
Make a Will attack roll against the target’s Agility. On a success, you touch the target, dealing it 2d6 damage and rendering it subject to decay. At the end of each round for as long as you concentrate, up to 1 minute, the target takes 1d6 damage. A creature incapacitated by this damage dies and dissolves into a puddle of black slime that dries after 1d6 hours. Objects destroyed by the damage crumble to dust.
Attack Roll 20+ The target takes 1d6 extra damage.
Mantle of Thanatos
Duration 1 minute
Shadows cling to your body, partially obscuring you for the duration. When a living creature touches you or gets a success on an attack roll made using a melee weapon, the creature must get a success on a Strength challenge roll or take 2d6 damage.
Poisonous Breath
Area A cone, 5 yards long, originating from a point you can reach
You exhale a cloud of stinking mist that spreads through the area, then dissipates. Each creature in the area must make a Strength challenge roll. On a failure, a creature takes 2d6 damage and becomes poisoned, but takes only 1d6 damage on a success. A creature poisoned in this way must get a success on a Strength challenge roll at the end of each round or take 1d6 damage. The third success removes the affliction.
Feast of Souls
Area A sphere with a 3-yard radius centered on a point within medium range
Writhing tendrils of darkness spread through the area and dissipate. Each living creature in the area must make a Strength challenge roll. A creature takes 5d6 damage on a failure, or half that damage on a success. A creatures dies if incapacitated by this damage. If at least one creature dies from this spell, you gain a 2d6 bonus to Health that lasts for 1 hour.
Leprous Touch
Duration 1 minute
Your hand turns sickly green, and curls of noxious vapor rise from it for the duration. When you make an unarmed strike with your hand, you make the attack roll with 1 boon. On a success, this spell causes the target to become diseased. While diseased in this way, the target cannot heal damage. In addition, the creature must get a success on a Strength challenge roll at the end of each round or take 3d6 damage. The third success removes the affliction.
Creatures diseased by this spell can spread it to others through physical contact. A creature subjected to such physical contact must make a Strength challenge roll. On a failure, it becomes diseased by this spell.
Soul Wrench
Target One living and mortal creature within medium range
Your curl your fingers to make a fist. Make a Will attack roll against the target’s Will. If the target’s Health score is 10 or lower, you make the roll with 2 boons. If the score is 30 or higher, you make the roll with 2 banes. On a success, you pull the soul from the target’s body. The body falls prone and becomes unconscious. If the body is still alive at the end of the round, the target can make a Will challenge roll. On a success, the soul reenters the body and the target removes the unconscious affliction from itself. On a failure, the body takes 1d6 damage.
Attack Roll 20+ You impose 1 bane on the Will challenge roll made to restore the soul to the body.
Strangle
Target One living and breathing creature within short range
Make a Will attack roll against the target’s Strength. If the target has Health 15 or lower, you get an automatic success. If the target has Health 30 or higher, you make the attack roll with 1 bane. On a success, invisible bands of dark magic tighten around the target’s chest and neck, forcing air from its lungs (or what passes for its lungs) and preventing it from breathing. The target takes 2d6 damage and becomes impaired.
At the end of each round when it remains impaired in this way, the target must make a Strength challenge roll. On a success, the target removes the impaired affliction and the effect ends. On a failure, the target falls prone and becomes defenseless. If the target was already defenseless, it becomes unconscious. If the target was already unconscious, it takes damage equal to its Health.
Underworld Screams
Area A 5-yard-radius sphere centered on a point within medium range
Duration 1 minute
Terrible screams fill the area, voices of those trapped in the Underworld. Accompanying the cries, shadows spread through the area and remain for the duration. The shadows partially obscure the area and negate light from natural sources. When a creature in the area takes damage, it takes 2d6 extra damage.
Death Fog
Area A cube resting on the ground, 8 yards on a side, extending from a point within long range
Duration Concentration, up to 1 minute
Sickly green fog spreads through the area and remains for the duration or until dispersed by wind. The fog heavily obscures its area. Each time you concentrate on the effect, you can move the area up to 5 yards across the ground.
When the fog appears, and at the end of each round thereafter, each living creature in the area must make a Strength challenge roll. The creature makes the challenge roll with 1 bane if it’s injured. A creature takes 3d6 damage and becomes poisoned for 1 round on a failure, but just takes half the damage on a success.
Destroy Spirits
Target Each living and mortal creature within short range and each spirit within medium range
A target must make a Will challenge roll. A living and mortal target makes the roll with 1 boon, while a spirit makes the roll with 1 bane. A target takes 3d6 damage and becomes impaired for 1 minute on a failure, or just takes half the damage on a success. If an injured spirit takes this damage, it takes 3d6 extra damage.
Sacrifice You can use an action and expend a casting of this spell to cast the feast of souls spell
Warden of the Underworld
Area A cube of space, 1 yard on a side, originating from a point within long range
Duration 1 minute
A Size 1 shadowy figure appears in the area and remains for the duration. The figure heavily obscures its space. When the figure appears, each living creature within short range of it and that can see it must get a success on a Will challenge roll or become frightened for 1 minute.
Until the spell ends, whenever a creature moves to within 3 yards of the figure, you can use a triggered action to move the figure to a space within 1 yard of the triggering creature and make a Will attack roll with 1 boon against the creature’s Agility. On a success, the creature takes 3d6 damage from the figure’s chilling touch.
Attack Roll 20+ A second Size 1 shadowy figure appears in a cube of space, 1 yard on a side, originating from a point within long range.
Stop Heart
Target One living creature within medium range
The target takes 30 damage.
Toll The Bell
Area A 5-yard-radius sphere centered on a point you can reach
The somber ringing of a bell spreads through the area. Each living creature in the area other than you must make a Strength challenge roll with 1 bane. A creature takes 3d6 + 10 damage and becomes fatigued for 1 hour on a failure, or just takes half the damage on a success. When a creature is fatigued in this way, it is also deafened.
Unlife
Duration 4 hours
Death magic flows through your body, causing you to stand between the living and the dead. For the duration, you gain all of the following benefits:
- You do not count as a living creature for the purposes of being affected by spells or other effects.
- You take no damage from disease or poison.
- You are immune to the following afflictions: asleep, charmed, dazed, diseased, fatigued, frightened, poisoned, and stunned.
- You are invisible to spirits and undead creatures until you attack them.
- When you make an attack with an unarmed strike, you make the attack roll with 2 boons. On a success against a living target, the attack deals 2d6 extra damage.
- When you cast a Death attack spell, you make the attack roll with 1 boon and creatures make challenge rolls to resist your attack with 1 bane.
Aftereffect You must make a Strength challenge roll with 2 banes. On a failure, you gain 1d3 Insanity.
Wrath of Thanatos
Target Any number of undead creatures within long range
Shadowy tendrils erupt from the center of your chest and streak toward each target, darting around or passing through obstacles in their paths. Each target takes 20 damage. A creature incapacitated by this damage dies instantly and is utterly destroyed.
Sacrifice You can expend a casting of this spell to cast the death fog † spell from the Death tradition.